Abilities & Ability Scores

Each character has six abilities: Strength (STR), Intelligence (INT), Wisdom (WIS), Constitution (CON), Dexterity (DEX), and Charisma (CHA).

  • The player or referee determines an ability score for each of these six abilities by rolling 3d6 in order (as indicated above).
  • The ability score also determines a modifier that will be applied in various ways during gameplay, as indicated briefly below.

The following table determines the modifier for each of the six ability scores:

Ability ScoreModifier
3-2
4-7-1
8-130
14-17+1
18+2

**Scores reduced to 0 or lower result in the character dying or being retired from play. See Death & Dismemberment for details.

Strength (STR)

Strength represents the character’s ability to use and apply physical power. Strength modifiers are applied to:

  • melee attack rolls
  • tasks that require the application of physical force
  • Warrior Class Only: damage rolls with melee weapons and muscle-powered thrown weapons

The total strength score is:

  • equal to the number of significant items that can be carried before becoming burdened or encumbered (see Movement & Encumbrance)

Intelligence (INT)

Intelligence represents the character’s ability to acquire and retain knowledge. It also represents the ability to recall information. Intelligence modifiers are applied to:

  • communication tasks and the starting number of known languages (see Languages & Communication)
  • tasks that require recalling information
  • Magic-user Class Only: the number of prepared spells/charms that can be bound to a wand, stave, or ritual knife

Wisdom (WIS)

Wisdom represents the character’s ability to discern, judge, and remain alert. Wisdom modifiers are applied to:

The total wisdom score is:

Constitution (CON)

Constitution represents the character’s ability to endure physical activity and adversity. Constitution modifiers are applied to:

  • a character’s hit dice per level of experience
  • non-magical saving throws against potential bodily harm (e.g., poison, paralysis, etc.)
  • tasks that test physical endurance or fortitude

The total constitution score is:

  • equal to the number of rounds a character can hold his/her/their breath (see Holding Breath & Drowning).
  • equal to the number of rounds a character can run at max movement (e.g., a flat-out run; see Movement & Encumbrance).

Dexterity (DEX)

Dexterity represents the character’s ability to use hand-eye coordination to gauge and accomplish tasks. Dexterity modifiers are applied to:

  • attack rolls with ranged weapons

**Note: Dexterity does not modify Armor Class in this game.

Charisma (CHA)

Charisma represents the character’s ability to attract, persuade, and/or lead others. Charisma modifiers are applied to:

  • reaction checks
  • the initial Loyalty score of hirelings

The total charisma score is:

  • divided by 2 (rounded down) to determine the maximum number of hirelings a character can effectively have in service at a given time